Program, method, and system for game

JP2023129287A5Pending Publication Date: 2025-04-23CYGAMES INC
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Patent Information

Application Number
JP2023018638
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-02-09
Publication Date
2025-04-23

AI Technical Summary

Technical Problem

Existing game systems that allow multiple players to develop a shared virtual space often prioritize team interests over individual player preferences, reducing the enjoyment of each player, particularly in competitive development scenarios.

Method used

A game system that allows players to associate individual and group identifiers with their development targets, enabling separate tracking and display of personal and joint development media, and generates in-game effects based on the levels of both, providing a balance between cooperative and individual gameplay.

Benefits of technology

The system enables each player to maintain personal development freedom while enjoying cooperative progression, promoting interaction and individual expression within a team environment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program or the like for a system for executing a game for growing a game medium to be grown.SOLUTION: A program is allowed to execute the steps of: storing a player's player identifier in association with a group identifier of a group to which the player belongs; storing a game medium to be grown in cooperation in association with a group identifier and storing a game medium to be grown individually in association with a player identifier; displaying a virtual space in which a game medium to be grown individually associated with a player's player identifier and a game medium to be grown in cooperation associated with a group identifier of a group to which the player belongs in response to a virtual space display request based on the player's operation input; growing a game medium to be grown by using a grown material game medium for a game medium to be grown selected by a player's operation input; and generating an in-game effect on the basis of a degree of growing of a game medium to be grown.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a program for a game, and more particularly to a program for a game in which a game medium to be developed is developed. [Background technology]

[0002] In recent years, online games and the like have been released that allow players to enjoy developing a city by leveling up game content such as buildings in a virtual space. In such games, a virtual space is provided for each player, and each player develops game content in their individual virtual space to develop the virtual space, or a system is known in which a virtual space is provided for a team, and multiple players belonging to the team develop common game content in the common virtual space to cooperate and develop the virtual space (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6523378 Summary of the Invention [Problem to be solved by the invention]

[0004] In a game system in which each player develops a virtual space prepared for them, it is not possible to enjoy the fun of developing the virtual space cooperatively with other players. When multiple players belonging to a team cooperate to develop a virtual space prepared for each team, while it is possible to enjoy interaction between players, there is a strong tendency to prioritize the interests of the entire team, making it difficult to reflect individual preferences and potentially reducing the interest of each player. This tendency is particularly pronounced in games in which teams compete to develop the most advanced virtual space.

[0005] The present invention has been made to solve these problems, and its main purpose is to realize a game that provides each player with a certain degree of freedom in playing while also providing the enjoyment of players cooperating to progress through the game. [Means for solving the problem]

[0006] 1. In order to achieve the above object, a program in one embodiment of the present invention is a program for a system that executes a game in which training target game media are trained, and causes a computer to execute the following steps: storing a player's player identifier in association with a group identifier of a group to which the player belongs; storing the training target game media, wherein the training target game media include joint training target game media that can be trained jointly by players belonging to the group and individual training target game media that can be trained by each player; storing the joint training target game media in association with the group identifier and storing the individual training target game media in association with the player identifier; displaying, in response to a virtual space display request based on a player operation input, a virtual space in which the individual training target game media associated with the player's player identifier and the joint training target game media associated with the group identifier of the group to which the player belongs are arranged; training the training target game media using training material game media for the training target game media selected by the player operation input; and generating an in-game effect based on the training level of the training target game media.

[0007] 2. The program described in paragraph 1 can be configured so that after the association between a player's player identifier and the group identifier of the group to which the player belongs is deleted, or after the association with the group identifier of the group to which the player newly belongs is established, the development level of the individual development target game media stored in association with the player identifier is maintained.

[0008] 3. The program described in paragraph 1 or 2 may include a step of generating an in-game effect for a player having a player identifier associated with an individual development target game medium based on the development level of the individual development target game medium, and a step of generating an in-game effect for a player having a player identifier associated with a group identifier associated with the joint development target game medium based on the development level of the joint development target game medium.

[0009] 4. The program described in any one of paragraphs 1 to 3 may be configured such that the step of generating an in-game effect includes a step of generating an in-game effect based on the sum of the development levels of multiple jointly developed game media associated with a group identifier.

[0010] 5. The program described in any one of paragraphs 1 to 4 can be configured such that the system executes a first and a second game, the step of developing the development target game media is executed in the first game, and the step of generating the in-game effect includes a step of generating the in-game effect in the second game.

[0011] 6. In the program described in any one of paragraphs 1 to 5, the step of generating an in-game effect may include at least one of a step of changing a parameter of a player and a step of granting an item to the player.

[0012] 7. A method in one embodiment of the present invention is a method for a system that executes a game in which training target game media are trained, and includes a computer that executes the following steps: storing a player's player identifier in association with a group identifier of a group to which the player belongs; storing the training target game media, wherein the training target game media include joint training target game media that can be trained jointly by players belonging to the group and individual training target game media that can be trained by each player; storing the joint training target game media in association with the group identifier and storing the individual training target game media in association with the player identifier; displaying a virtual space in response to a virtual space display request based on a player operation input, in which the individual training target game media associated with the player's player identifier and the joint training target game media associated with the group identifier of the group to which the player belongs are arranged; training the training target game media using training material game media for the training target game media selected by the player operation input; and generating an in-game effect based on the training level of the training target game media.

[0013] 8. A system in one embodiment of the present invention is a system that runs a game in which training target game media are trained, and stores the player identifier of a player in association with the group identifier of a group to which the player belongs, stores the training target game media, including jointly trained game media that can be trained jointly by players belonging to the group and individually trained game media that can be trained by each player, in association with the group identifier, stores the individually trained game media in association with the player identifier, and, in response to a virtual space display request based on a player operation input, displays a virtual space in which the individually trained game media associated with the player's player identifier and the jointly trained game media associated with the group identifier of the group to which the player belongs are arranged, trains the training target game media selected by the player operation input using training material game media, and generates an in-game effect based on the level of training of the training target game media. [Effects of the Invention]

[0014] According to the present invention, it is possible to realize a game that provides each player with a certain degree of freedom in playing, while also providing the enjoyment of players cooperating to progress through the game. [Brief explanation of the drawings]

[0015] [Figure 1] 1 is a system configuration diagram according to an embodiment of the present invention. [Figure 2] 1 is a hardware configuration diagram of a system according to an embodiment of the present invention. [Figure 3] 1 is a functional block diagram of a system according to an embodiment of the present invention. [Figure 4] 1 is a conceptual diagram of a virtual space according to an embodiment of the present invention; [Figure 5] 1 is an example of a player parameter table according to one embodiment of the present invention. [Figure 6] 10 is an example of a group management table according to an embodiment of the present invention. [Figure 7] 10 is an example of a joint development target game media management table according to one embodiment of the present invention. [Figure 8] 10 is an example of a table of total facility level versus tourist increase number according to one embodiment of the present invention. [Figure 9] 10 is an example of an individual development target game media management table according to one embodiment of the present invention. [Figure 10] 1 is an example of a joint facility effectiveness table according to one embodiment of the present invention. [Figure 11] 1 is an example of a personal facility effect table according to an embodiment of the present invention. [Figure 12] 10 is an example of an island effect table according to an embodiment of the present invention. [Figure 13] 1 is an individual development target game media management table according to one embodiment of the present invention. [Figure 14] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 15] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. [Figure 16] 4 is a flowchart illustrating information processing according to an embodiment of the present invention. [Figure 17] 1 is a diagram illustrating an example of a game screen according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0016] A game system 1 according to an embodiment of the present invention will be described below with reference to the drawings. For the sake of convenience, more detailed explanation than necessary may be omitted in this specification. For example, detailed explanations of already well-known matters and redundant explanations of substantially identical configurations may be omitted.

[0017] The game system 1 is realized by a system in which a plurality of player terminals are connected to a server via a network. FIG. 1 shows an example of the overall configuration of the game system 1 according to one embodiment of the present invention. As shown in FIG. 1, the game system 1 includes a plurality of player terminals 10 and a server 20, and the player terminals 10 and the server 20 are connected to a network 2 such as the Internet and are capable of communicating with each other. Note that while the game system 1 of this embodiment will be described assuming a server-client system, it may also be configured as a peer-to-peer system in which communication is performed directly between the player terminals 10 without going through the server.

[0018] FIG. 2 is a block diagram showing the hardware configuration of a player terminal 10 and a server 20 according to one embodiment of the present invention. The player terminal 10 includes a processor 11, a display device 12, an input device 13, a storage device 14, and a communication device 15. These components are connected by a bus 16. Note that an interface is interposed between the bus 16 and each component device as needed. In this embodiment, the player terminal 10 is a smartphone. However, the player terminal 10 can also be an information processing device such as a tablet computer, a personal computer, or a game device, as long as it has the above configuration.

[0019] Similarly, the server 20 also includes a processor 21, a display device 22, an input device 23, a storage device 24, and a communication device 25. These components are connected by a bus 26. Note that an interface is interposed between the bus 26 and each component device as needed. In this embodiment, the server 20 is realized by a computer, but other information processing devices may also be used.

[0020] The processors 11 and 21 control the overall operation of the player terminal 10 or the server 20, and are, for example, CPUs. Note that the processors 11 and 21 may be electronic circuits such as MPUs. The processors 11 and 21 perform various processes by reading and executing programs and data stored in the storage devices 14 and 24. In one example, the processors 11 and 21 are made up of multiple processors.

[0021] The display devices (displays) 12 and 22 display application screens and the like to the users (players) of the player terminals 10 or the users (administrators) of the server 20 under the control of the processors 11 and 21. Liquid crystal displays are preferred, but displays using organic EL, plasma displays, etc. may also be used.

[0022] The input devices 13, 23 are user interfaces that accept input from users to the player terminal 10 and the server 20, and are, for example, a touch panel, a touch pad, a keyboard, or a mouse. In this embodiment, the player terminal 10 is a smartphone, so the player terminal 10 has a touch panel as the input device 13, which also functions as the display device 12, and the display device 12 and the input device 13 are integrated into one structure. The display device 12 and the input device 13 may be separate devices located in different positions. The server 20 is a computer, so it has a keyboard and a mouse as input devices and a liquid crystal display as a display device.

[0023] The storage devices 14 and 24 are typical storage devices provided in smartphones and computers, including storage devices using volatile memory such as RAM and non-volatile memory such as flash memory (eMMC, UFS, and SSD), and magnetic storage devices. The storage devices 14 and 24 may also include external memory. For example, the storage device 14 stores a browser program and a game program, and the storage device 24 stores a server game program. The browser program and game program are launched in response to a user's operation on the player terminal 10 and run on an operating system (OS) pre-installed on the player terminal 10. The server game program includes functions and various data for processing information to ensure the game progresses appropriately on the browser program and game program executed on each client player terminal. Alternatively, a database physically separated from the player terminal 10 and the server 20 may be used as the storage device.

[0024] The communication devices 15, 25 exchange data with other devices via a network 2 (omitted in FIG. 2). For example, the communication devices 15, 25 connect to the network 2 via wireless communication such as mobile communication or wireless LAN. The player terminal 10 uses the communication device 15 to communicate with the server 20 via the network. The communication devices 15, 25 may also perform wired communication using an Ethernet (registered trademark) cable or the like.

[0025] FIG. 3 shows an example of a functional block diagram of a player terminal 10 and a server 20 according to an embodiment of the present invention. The player terminal 10 includes an input unit 31, a display unit 32, a communication unit 33, a game control unit 34, and a storage unit 35, while the server 20 includes an input unit 41, a display unit 42, a communication unit 43, a game control unit 44, and a storage unit 45. In this embodiment, these functions are realized by the processors 11 and 21 executing programs. For example, the programs that are executed are browser programs and game programs stored in the storage devices 14 and 24. As various functions are realized by loading programs in this way, part or all of one part (function) may be possessed by another part. These functions may also be realized by hardware by configuring electronic circuits or the like to realize part or all of each function.

[0026] The input units 31, 41 are configured using the input devices 13, 23, and accept input from the user to the player terminal 10 and the server 20. The player terminal 10 and the server 20 accept user input via the input units 31, 41. The user input may include, for example, a command input indicating a player's command in the game. In this embodiment, the player terminal 10 can use a touch detection function that is generally provided in a smartphone equipped with a touch panel.

[0027] The display unit 32 of the player terminal 10 displays a game screen using the display device 12, and displays a game screen according to the progress of the game and user operations. The display unit 42 of the server 20 displays a management screen for the game manager on the display device 22 as necessary.

[0028] The game control units 34, 44 perform control processing for executing the game of this embodiment and store various data required for processing in the storage units 35, 45. In this embodiment, the game control unit 34 of the player terminal 10 is realized using a browser program, and processes input / output information for the user and signals transmitted / received to the server 20. It may also be realized by installing a game application on the player terminal 10.

[0029] The game control unit 44 of the server 20 is realized by executing a server game program, and performs processing for the game executed on the player terminal 10. In one example, when a browser is launched on the player terminal 10, the game control unit 34 is realized, and the server 20 is accessed to progress the game, the game control unit 44 transmits and receives data periodically or as needed to progress the game. For example, the game control unit 44 stores control processing and various data required for executing the game of this embodiment in the storage unit 45, and provides them to the player terminal 10 as appropriate.

[0030] The game control unit 44 executes processing associated with various commands, such as a game start request, received from the player terminal 10 based on player input via the communication unit 43. The storage units 35 and 45 are configured using the storage devices 14 and 24. The storage unit 45 of the server 20 stores information necessary for executing the game, including player information, group information, and training target game media information.

[0031] In the game system of this embodiment, a first game and a second game can be executed, the first game being a game for developing the game medium to be developed, and the second game being a game in which the player battles enemy characters, but the system may be one that only executes the first game, or one that is capable of executing three or more games.

[0032] In the first game, players progress through the game by using training material game media to train training target game media placed in a virtual space. Players belong to groups. A group is composed of one or more players. The training target game media include joint training target game media that can be trained jointly by players belonging to the group and individual training target game media that can be trained by each player. In-game effects can be generated according to the level of training of the training target game media.

[0033] The game control unit 44 stores player parameters in association with player identifiers in the storage unit 45, stores player identifiers in association with group identifiers, and manages information about players and groups. Furthermore, the storage unit 45 stores joint development target game media in association with group identifiers, and stores individual development target game media in association with player identifiers. A player can select a group to which he or she belongs. When the game control unit 44 receives a joining request from a player terminal 10 requesting to join a group selected based on a player operation input, it determines whether the joining conditions for the group are met.

[0034] If it is determined that the joining conditions are met, the player identifier of the player is associated with the group identifier of the group and stored, thereby executing joining processing to the group. If the conditions are not met, notification information notifying that effect is transmitted to the player terminal 10 and displayed on the player terminal 10, prompting the player to select another group. The joining conditions can be, for example, whether there are surplus players in the number of players that can belong to the group, or whether the player meets conditions set by an administrator such as a leader who is one of the group members, etc.

[0035] When a player leaves a group to which he or she belongs, a process is executed to delete the association between the player's player identifier and the group identifier of the group, and when the player newly joins another group, a process is executed to associate the player's player identifier with the group identifier of the group to which he or she will newly belong.

[0036] If a player develops his / her own individual development target game media while belonging to a specified group, after a process is executed to delete the association between the player's player identifier and the group identifier of the group, or after the association is made with the group identifier of the new group to which the player belongs, the development level of the individual development target game media stored in association with the player's player identifier can be maintained.

[0037] The process of generating an in-game effect includes a process of generating an in-game effect for a player with a player identifier associated with an individual development target game medium based on the development level of the individual development target game medium, and a process of generating an in-game effect for a player with a player identifier associated with a group identifier associated with the joint development target game medium based on the development level of the joint development target game medium.

[0038] The process of generating an in-game effect includes a process of generating an in-game effect based on the sum of the development levels of the plurality of joint development target game media associated with the group identifier, where the development level is the level of the development target game media, and the sum of the development levels is the sum of the levels of the plurality of joint development target game media associated with the group identifier.

[0039] The in-game effect that is generated may be an effect that is generated in the first game, an effect that is generated in the second game, or both.

[0040] In response to a virtual space display request based on a player operation input entered via the player terminal 10, the game control unit 44 transmits to the player terminal 10 information displaying a virtual space in which individual development target game media associated with the player's player identifier and joint development target game media associated with the group identifier of the group to which the player belongs are arranged, and the player terminal 10 displays the virtual space on the display unit 32 based on the received information. Game media other than the development target game media may be arranged in the virtual space.

[0041] The displayed virtual space may be a portion of the entire virtual space. As long as the joint development target game media and the individual development target game media are arranged in any area of ​​the entire virtual space, only one of the joint development target game media and the individual development target game media may be displayed in a portion of the virtual space displayed on the display unit 32, or neither may be displayed in a portion of the virtual space.

[0042] As an example of a first game executed by the game system of this embodiment, a game in which facilities arranged in a virtual space are developed will be described. Here, the virtual space is an island, and game media are developed by developing development target game media representing facilities arranged on the island. Development target game media are not limited to facilities, and may be any game media that can be developed, such as items, equipment, monsters, and characters. The virtual space may also be any space in which development target game media can be arranged.

[0043] FIG. 4 shows a diagram representing the entire virtual space of this embodiment. Here, an island 51, which is the virtual space to be developed by a group, is divided into three areas, and the playable area increases gradually. In the game scenario, players settle on a desolate island starting from the left area, and as development progresses, the playable area expands. For example, each area may be made playable based on each group's game progress, or an area corresponding to a certain condition may become playable when the player fulfills that condition.

[0044] In the game setting of this embodiment, the left area 52 is a commercial district port area, the central area 53 is an industrial district flat area, and the right area 54 is a cultural district area. The left area 52 includes facility A, which is a wharf, facility B, which is an urban area, and facility C, which is a private residence. The central area 53 includes facility D, which is a mining site, facility E, which is an industrial district, and facility F, which is a hot spring town, and the right area 54 includes facility G, which is a theater, and facility H, which is an administration building.

[0045] Facility C, which is a private home, is an individual development target game medium associated with a player identifier, and the other facilities are joint development target game media associated with a group identifier.

[0046] In response to a virtual space display request based on a player's operation input, a game screen including an image showing one of the areas shown in Figure 4 is displayed on the display unit 32, and images showing other areas are displayed in response to a player's operation input to the screen switching operation unit. Furthermore, based on a player's operation to select each facility, information such as an enlarged view of each facility or the facility level may be displayed.

[0047] In order to develop each facility, it is necessary to consume development material items as development material game media. Development material items can be in-game currency or other items. The development material items required to raise each facility to a predetermined level are set in advance. The required development material items may be one type, or a combination of two or more types of items. Furthermore, conditions may be set for each of the two or more types of items, and the level-up process may be executed by satisfying any of those conditions. For example, facility A can be set so that its facility level can be raised from 1 to 2 by consuming 100 gold coins, which are in-game currency, or 10 items A.

[0048] The development material game media required to raise the level of the jointly developed game media may be contributed entirely by one of the group members, or may be contributed jointly by multiple players. For example, to develop facility A to level 2 using 100 in-game gold coins, player A can spend 50 coins, player B can spend 30 coins, and player C can spend 20 coins to execute the level raising process.

[0049] When a development material medium is consumed by any player for a predetermined facility, the game control unit 44 determines the remaining development material that is further required based on the consumed development material, and can display the remaining required development material on the player terminals 10 of the group members based on the player's operation. Then, when the required development material is consumed, a facility level increase process is executed.

[0050] On the other hand, individual training target game media can be trained by consuming training material game media that each player possesses.

[0051] In this embodiment, in the virtual space displayed on each player's player terminal 10, the joint development target game medium and the individual development target game medium associated with the player's player identifier are displayed, and the individual development target game medium associated with the player identifiers of other players are not displayed.

[0052] With regard to the jointly developed game media, the fun of developing the game media together with other members of the group can be provided by sharing the game media necessary for leveling up, while maintaining a worldview in which each player appears as the sole protagonist in the virtual space. However, the present invention can also be implemented by displaying the individual developed game media of other players in the virtual space.

[0053] 5 to 9 show examples of data stored in the storage unit 45 in this embodiment. FIG. 5 shows a player parameter table 50 in which parameters are stored in association with the player identifier of each player. Here, the player's name, group identifier (ID), attack power, hit points (HP), item identifiers (IDs) of owned items, and the number of items owned (number of items) are stored in association with the player identifier (ID). The parameters shown in FIG. 5 are merely examples, and may include defense power, weapons, character identifiers of characters owned by each player, and parameters of each character. Here, it is assumed that attack power and HP are used in a second game in which a battle with an enemy character is carried out. The group identifier is the identifier of the group to which each player belongs, and for players who do not belong to a group, information indicating that they are unaffiliated is stored.

[0054] FIG. 6 shows a group management table 60 that stores parameters corresponding to the group identifier of each group and the player identifier of the player. Here, the group identifier includes the group name, player identifier, and leader flag. The player identifier is the player identifier of the player belonging to the group associated with the group identifier, and the leader flag indicates the leader of the group, with a value of "1" indicating the leader. The leader is an administrator with administrative authority granted with the authority to execute commands that are not permitted to other members. For example, the leader can determine and change the group name, island name, etc., and allow other players to join. In addition to the leader, if there are other roles such as sub-leaders or attack leaders with different authority than the leader, these roles may be identified by storing a value other than "1."

[0055] 7 shows a joint development target game content management table 70 that stores parameters related to joint development target game content associated with each group identifier. The island name is the name of the island as a virtual space that can be arbitrarily determined for each group. For example, the name is stored and updated by being determined or changed by the group leader.

[0056] Each group identifier is associated with a facility identifier, facility level, and exterior image identifier representing the facility's appearance for the common facility that is the game medium to be jointly developed, and the total facility level of all common facilities in the group is calculated and stored. Furthermore, the number of tourists is included as one parameter for the islands in each group.

[0057] The island development level is determined based on the total facility level. For example, if the total facility level is between 1 and 7, it is level 1, if the total facility level is between 8 and 14, it is level 2, and if the total facility level is between 15 and 21, it is level 3.

[0058] In other words, players belonging to a group can work together to develop the common facilities and raise their level, thereby raising the island development level. The total facility level and island development level are determined based on the facility level of the common facilities, and are not determined by the facility level of the personal facilities.

[0059] A player can freely select the group to which they belong. After joining a group, they may want to transfer to another group. If the facility level of a personal facility affects the island development level, a player who wants to transfer to another group may hesitate to do so out of concern that the island development level of their current group will drop. By making the facility level of a personal facility not affect the island development level, the negative impact on the current group can be limited, allowing players to transfer groups more freely. However, it will be clear to those skilled in the art that the present invention can also be implemented by determining the total facility level and island development level based on the facility level of personal facilities.

[0060] The number of tourists also fluctuates based on the level of the common facilities. For example, when the facility level of one of the common facilities increases, the number of tourists can increase by an amount determined based on the facility level of the newly increased facility and the total facility level of the other facilities. As an example, as shown in FIG. 8, a minimum increase and a maximum increase can be defined based on the total facility level, and the increase can be determined based on a random number within the range from the minimum to the maximum increase.

[0061] 9 shows an individual development target game media management table 90 that stores parameters related to individual development target game media in association with each player's player identifier. The facility name is the name of the individual development target game media and can be determined and changed at the discretion of each player. The facility level indicates the level of the individual development target game media.

[0062] Here, each player can develop one individual development target game content, but it is also possible to develop two or more game content. In that case, an identifier can be assigned to each game content and managed, as in the joint development target game content management table. The image identifier is information that identifies an image representing the exterior of the facility.

[0063] The game control unit 44 can generate in-game effects based on the total facility level, each common facility level, and the personal facility level. FIGS. 10 to 13 show examples of effect tables showing in-game effects generated based on the total facility level, each common facility level, and the personal facility level. The memory unit 45 stores these tables, and the game control unit 44 can refer to them as needed to generate in-game effects. The in-game effects can be of any type. They may be effects that occur in the first game, effects that occur in the second game, or effects that are common to the first and second games.

[0064] For example, if the facility level of a specific shared facility, Facility A, is 1, the amount of gold coins acquired when selling an item will increase by 10%. This means that the amount of in-game gold coins acquired when selling an item that can be used in either or both of the first and second games will increase by 10%. In-game gold coins can be used in both the first and second games. Furthermore, if the facility level of a private home is 3, the amount of experience points acquired at the end of a battle in the second game will increase by 3%.

[0065] Furthermore, in addition to effects that can occur at any time when necessary, such as when selling an item after reaching a predetermined level, as described above, effects may also be generated only once when a predetermined level is reached. For example, an effect based on the island development level can be generated that grants a predetermined item only once when a certain level is reached. The granting of an item based on the island development level is granted to all members of the group at that time when the island development level of the group to which the player belongs meets the conditions.

[0066] It is also possible to prevent items from being awarded to players who have transferred from another group and who have already received items in the group they previously belonged to. For example, a flag for receiving island development level rewards can be set for each player's player identifier, and for players whose flag is set to on, it can be indicated that the reward has already been acquired, and the item awarding process can be prevented.

[0067] The game control unit 44 determines whether the player satisfies the effect occurrence condition at the timing when the in-game effect can occur, and if the effect occurrence condition is satisfied, determines the level of the effect to be generated and generates the in-game effect. For example, at the end of a battle in the second game, the game control unit 44 obtains the facility level of the personal home associated with the player identifier, and if the facility level is 3, executes a process to increase the acquired experience points by 3% based on the personal facility effect table.

[0068] The in-game effect may also be an effect that increases the parameters of the player character in a battle in the second game. For example, if the facility level of a private home is 4 (not shown), an effect that increases attack power by 3% occurs. At the start of a battle, the player's home level is acquired, and if it is 4, the attack power of the player character can be increased by 3%.

[0069] In this embodiment, effects based on the level of a common facility are applied to all players belonging to a group, and effects based on the level of a personal facility are applied only to the player associated with that facility, but the effects of a personal facility may also be applied to other members of the group.Furthermore, effects based on the level of a personal facility may be applied even if a player does not belong to a group, or may not be applied if a player does not belong to a group.

[0070] Furthermore, after a facility level meets a predetermined condition, a time reward effect may be generated in which items are repeatedly awarded at predetermined time intervals. Here, after the total facility level of the group's common facilities reaches 3 or higher and the number of tourists reaches 1 or higher, the right to acquire items is granted to all players belonging to the group at predetermined intervals. The items to be acquired are determined by lottery processing based on an item appearance probability table such as that shown in FIG. 13, for example. Furthermore, the items to be awarded may be in-game currency only, and the amount may be fixed, or may be awarded by lottery. Both the in-game currency and other items may be determined by lottery.

[0071] The predetermined interval can be determined based on the total facility level. Preferably, the interval is shortened as the total facility level increases. For example, if the total facility level is 3 to 5, the interval is 8 hours, if it is 6 to 8, the interval is 7 hours 45 minutes, if it is 9 to 11, the interval is 7 hours 30 minutes, if it is 12 to 14, the interval is 7 hours 15 minutes, if it is 15 to 17, the interval is 7 hours, if it is 18 to 20, the interval is 6 hours 45 minutes, and if it is 21, the interval is 6 hours 30 minutes. For example, the interval can be shortened by 15 minutes for every 3 levels.

[0072] When the total facility level reaches 3, a timer for acquiring a time reward starts, and a process for granting the player the right to acquire a time reward is performed. If the total facility level reaches a level that shortens the predetermined interval during the interval until the next right to acquire a time reward is granted, the shorter time interval is used from the next predetermined interval.

[0073] After a predetermined time interval has elapsed, an item lottery process is executed in response to a time reward acquisition request based on a player's operation input, and the item determined by the lottery is associated with the player identifier, so that the player can acquire the time reward. The player is granted the right to acquire the time reward every time a predetermined time interval has elapsed, and the number of time reward acquisition rights held by the player is accumulated until a time reward acquisition request is made.

[0074] In this embodiment, the number of time reward acquisition rights acquired upon the passage of one predetermined time is 10, but other numbers may be used. An upper limit may also be set on the number of time reward acquisition rights that can be possessed. For example, the number of time reward acquisition rights can be accumulated and possessed up to a maximum of 100 until the 10th predetermined time has elapsed, and no more time reward acquisition rights are granted from the 11th time onwards. The number of time reward acquisition rights currently possessed can be displayed on the game screen so that the player can recognize it. An item lottery process may be automatically executed after the passage of a predetermined time interval.

[0075] In addition to or instead of the reward based on the total facility level, a time reward may be awarded as an effect based on the level of development of each of the jointly developed game media and the individually developed game media. When a time reward is awarded in addition to the total facility level, it is preferable that the reward be different from the reward based on the total facility level.

[0076] 14 shows an example of a game screen 140 including a virtual space display area 141 displayed on the display unit 32 of the player terminal 10 based on a virtual space display request made by a player. An image representing the left area 52, including a wharf display area 141-1, an urban area display area 141-2, and a residential area display area 141-3, is displayed in the virtual space display area 141. When a player makes an operational input to a display virtual space switching operation unit 144, the island portion of the virtual space displayed in the virtual space display area 141 can be changed to another portion. When a player makes an operational input to an information display operation unit displayed as an "i" along with each facility display unit 141-1 to 141-3, information about the corresponding facility is displayed in the facility information display area 142.

[0077] FIG. 14 shows a state in which information about the wharf is displayed after a player inputs an operation to the information display operation unit "i" of the wharf display unit 141-1. An exterior image of the wharf is displayed, along with information indicating that the wharf's facility level is 1, that development is underway to raise the facility level to 2, and that the effect obtained by the current facility level is a "10% increase in support cooperation reward." Furthermore, when an operation input is made to the detailed display request unit 143, the conditions required to further raise the wharf's facility level are presented, and an operation input unit for further raising the facility level is displayed. By inputting an operation to the operation input unit, the player can further raise the facility level by consuming development material game media to meet the necessary conditions.

[0078] After a facility is selected by operating the information display operation unit, an operation input to the appearance change operation unit 145 displays an operation screen for changing the image representing the appearance of the selected facility. If there are multiple appearances that can be changed, a selection unit is displayed that allows the player to select which exterior image to use. When an image is selected by the player, the image identifier indicating the selected image is associated with the facility identifier and stored in the management table shown in FIG. 7 or 9, and the image representing the facility using that image is displayed in the virtual space display area 141, the facility information display area 142, etc.

[0079] The number of images that can be selected as exterior images can be increased by increasing the facility level. For example, when the facility level is increased, the image is changed to a new image that represents the developed facility, and the player can select an image of a lower facility level. Furthermore, the number of selectable facility images can be increased by acquiring additional facility images through in-game events or by the player purchasing facility images.

[0080] When an operation input is made to the facility level operation unit 146, information on the facility level and information for increasing the facility level can be displayed. Here, information on all facilities and an operation unit for increasing the facility level are displayed. When an operation input is made to the development level operation unit 147, the total facility level and the island development level are displayed. The island information display area 148 shows the name of the island and the number of tourists.

[0081] When an operation input is made to the reward receiving operation unit 149, a request to acquire a time reward is transmitted from the player terminal 10 to the server 20, a lottery process for the time reward is executed, and the determined item and in-game gold coins can be acquired. As shown in Fig. 15, which is an enlarged view of an example of the reward receiving operation unit 149 in Fig. 14, when it is possible to acquire a time reward, notification information 151, 152 indicating this can be displayed.

[0082] If multiple intervals for acquiring the time reward have passed and the time reward acquisition rights have been accumulated, the number of accumulated time reward acquisition rights can be displayed. Here, notification information 151 indicating the number of time reward acquisition rights available for acquiring items and notification information 152 indicating the number of time reward acquisition rights available for acquiring in-game gold coins are displayed. If there are multiple time reward acquisition rights, when a request to acquire a time reward is made, a lottery process is executed for each of the acquired rights possessed, and the items to be granted are determined.

[0083] Next, the information generation, storage, display, and training process for the training target game media in this embodiment will be described using a flowchart 160 in FIG. 16. Here, a case where facilities are used as the training target game media will be described as an example. The game control unit 44 receives a training game start request from the player terminal 10 based on a player operation input (S101). The training game start request includes the player's player identifier and the group identifier to which the player belongs. Based on the received group identifier, the game control unit 44 determines whether or not common facility information associated with the group identifier has not yet been generated, i.e., whether or not this group is starting a training game for the first time (S102). If it is determined that common facility information has not yet been generated, new common facility information is generated and registered in the common training target game media management table 70 (S104).

[0084] When starting a training game for the first time as a group, only players who have the authority to start may be allowed to start. For example, the process of generating new common facility information (S104) may be permitted only if the player who sent the game start request is the leader, and if the player does not have the authority, information notifying the player that they do not have the authority may be displayed and the process may be stopped.

[0085] Furthermore, it is determined whether personal facility information has not yet been generated, i.e., whether this player is starting the training game for the first time (S106). If it is determined that personal facility information has not yet been generated, new personal facility information is generated and registered in the personal training target game media management table 90 (S108). The generated common facility information and personal facility information may be generated from pre-defined facilities based on specified parameters. Common facility information may be generated when a group is created, and personal facility information may be generated when the player registers player information.

[0086] Once the common facility information and personal facility information are stored in memory unit 45, common facility information for the group to which the player belongs is acquired by referencing common development target game media management table 70 in order to display a game screen including the virtual space (S110), and personal facility information for the player is acquired by referencing personal development target game media management table 90 (S112). Game control unit 44 generates virtual space information in which each facility is arranged in the virtual space based on the acquired information (S114), and displays a game screen including an image representing the virtual space on display unit 32 (S116).

[0087] Image information for displaying an image representing a virtual space can be generated by the game control unit 44 and transmitted to the player terminal 10. Alternatively, the game control unit 44 may transmit image identification information for each facility to the player terminal 10, and the player terminal 10 may store image information for each facility in advance in the storage unit 35, read out image information for the corresponding facility based on the received image identification information, and generate image information for displaying an image representing a virtual space.

[0088] In this embodiment, when a training game start request is made, a process is executed to display a game screen including an image representing a virtual space, and therefore the training game start request includes a virtual space display request. After the training game start request is made, a new virtual space display request may be made by a player's operation input, and the processes from S110 onwards may be executed based on this request.

[0089] After the game screen is displayed, when a player selects a training target game medium through an operation input and requests execution of a training process (S118), it is determined whether the training condition for the training target game medium is met (S120). For example, if the training condition is to consume 100 in-game gold coins as a training material item, it is determined that the condition is met if the player possesses 100 gold coins and inputs permission to use them. If the condition is not met, the game screen display returns to enable selection of a new training target game medium (S116).

[0090] If it is determined that the training conditions are met, the training material items are consumed (S122). The consumption process of the training material items can be executed by decrementing the number of training material items used from the player parameter table by the amount used. The association between the player parameter table and the identification information of the consumed item may be deleted.

[0091] Then, it is determined whether the development target game media are joint development target game media or individual development target game media (S124). If the development target game media are joint development target game media, the joint development target game media management table 70 is referenced, the facility level of the corresponding joint facility is increased, updated, and stored (S126). If the development target game media are individual development target game media, the individual development target game media management table 90 is referenced, the facility level of the corresponding personal facility is increased, updated, and stored (S128). Thereafter, the process returns to S110, and virtual space information is generated based on the updated development game media information, and a game screen is displayed (S110 to S116).

[0092] In addition to or instead of an island, a facility may be used as a virtual space, and the game media to be developed may represent furniture and the like arranged within the facility. If the interior of the facility arranged on the island is also used as a virtual space in addition to the island, an image representing the island and an image representing the interior of the facility arranged on the island may be displayed alternately, or both may be displayed simultaneously on one screen.

[0093] 17 shows an example of an image 170 included in a game screen, depicting the interior of a player's personal home as a virtual space. In the virtual space image 170, game media 171 and 172 representing a bed and a sofa are arranged as individual development target game media. As with the facilities in FIG. 14, the development target game media 171 and 172 can be developed by consuming development material game media.

[0094] Game media other than the development target game media may be arranged and displayed within the game screen. For example, in FIG. 17, game media 173 representing a player who is the owner of a private home facility displayed on game screen 170 is displayed. The game media representing the player may be a character owned by the player. The owned character may be multiple characters. In this embodiment, the owned character is a second character that battles an enemy character. Game media representing other players may also be displayed. Images representing characters may also be displayed in an image representing a virtual space outside the facility as development game media, such as the island image shown in FIG. 14.

[0095] The development target game media set as a virtual space may be either joint development target game media or individual development target game media. When the joint development target game media is set as a virtual space, the development target game media placed therein may be joint development target game media, individual development target game media, or both.

[0096] By using this embodiment, for game media that are jointly developed by a group, group members can cooperate to develop them, encouraging interaction between players and providing the enjoyment of progressing through the game together, while for game media that are individually developed, each player can be allowed to develop them individually, providing the enjoyment of developing them in accordance with their personal preferences.

[0097] In the processes or operations described above, the processes or operations can be freely modified as long as no inconsistencies in the processes or operations occur, such as the use of data that should not yet be available at a certain step. Each functional unit of the present invention can be located in any information processing device, such as a server, database, or player terminal, included in the game system, as long as no inconsistencies in the processes or operations occur. This invention is not limited to a server-client system, and can also be implemented by direct communication between player terminals without going through a server. The above-described embodiments are merely illustrative of the present invention, and the present invention is not limited to these embodiments. The present invention can be embodied in various forms without departing from the spirit and scope of the invention. [Explanation of symbols]

[0098] 1: Game system, 10: Player terminal, 11: Processor, 12: Display device, 13: Input device, 14: Storage device, 15: Communication device, 16: Bus, 20: Server, 21: Processor, 22: Display device, 23: Input device, 24: Storage device, 25: Communication device, 26: Bus, 31: Input unit, 32: Display unit, 33: Communication unit, 34: Game control unit, 35: Memory unit, 41: Input unit, 42: Display unit, 43: Communication unit, 44: Game control unit, 45: Memory unit, 50: Player parameter table, 60: Group management table, 70: Joint development target game media management table, 80: Total facility level vs. tourist increase number table, 90: Individual development target game media management table

Claims

1. A program for a system for executing a game in which a training target game medium is trained, the program comprising: storing a player identifier of a player in association with a group identifier of a group to which the player belongs, the group being a group to which the player can transfer from another group to belong; a step of storing the training target game media, the training target game media including joint training target game media that can be jointly trained by players belonging to a group and individual training target game media that can be trained by each player, storing the joint training target game media in association with a group identifier and storing the individual training target game media in association with a player identifier; displaying a virtual space in which individual development target game media associated with the player's player identifier and joint development target game media associated with the group identifier of a group to which the player belongs are arranged in response to a virtual space display request based on a player operation input; a step of cultivating a training target game medium selected by a player operation input using a training material game medium; a step of generating an in-game effect only for a player associated with the individual training target game medium based on a training level of the individual training target game medium, the in-game effect not being generated for other players in a group to which the player belongs; A program that executes the following.

2. The program of claim 1, wherein after the association between a player's player identifier and the group identifier of the group to which the player belongs is deleted, or after the player identifier is associated with the group identifier of the group to which the player newly belongs, the development level of the individual development target game medium stored in association with the player identifier is maintained.

3. A program as described in claim 1 or 2, comprising a step of generating a time reward effect that awards items based on the passage of time after the development level of the jointly developed game medium meets a predetermined condition.

4. the system is adapted to execute first and second games; The step of developing the development target game media is executed in a first game, generating an in-game effect includes generating an in-game effect in a second game. The program according to any one of claims 1 to 3.

5. The system executes first and second games, The step of developing the development target game media is executed in a first game, Confirmation of the time reward effect and acquisition of the item granted by the time reward effect are executable in the first game. The program according to claim 3.

6. 6. The program according to claim 1, wherein the step of generating an in-game effect includes at least one of a step of changing a parameter of a player and a step of granting an item to the player.

7. A method for a system for executing a game in which a development target game medium is developed, comprising: storing a player identifier of a player in association with a group identifier of a group to which the player belongs, the group being a group to which the player can transfer from another group to belong; a step of storing the training target game media, the training target game media including joint training target game media that can be jointly trained by players belonging to a group and individual training target game media that can be trained by each player, storing the joint training target game media in association with a group identifier and storing the individual training target game media in association with a player identifier; displaying a virtual space in which individual development target game media associated with the player's player identifier and joint development target game media associated with the group identifier of a group to which the player belongs are arranged in response to a virtual space display request based on a player operation input; a step of cultivating a training target game medium selected by a player operation input using a training material game medium; a step of generating an in-game effect only for a player associated with the individual training target game medium based on a training level of the individual training target game medium, the in-game effect not being generated for other players in a group to which the player belongs; How to make it run.

8. A system for executing a game in which a training target game medium is trained, storing a player identifier of a player in association with a group identifier of a group to which the player belongs and to which the player can transfer from another group to belong; Among the development target game media including a common development target game medium that can be developed jointly by players belonging to a group and an individual development target game medium that can be developed by each player, the common development target game medium is stored in association with a group identifier, and the individual development target game medium is stored in association with a player identifier; In response to a virtual space display request based on a player operation input, a virtual space is displayed in which an individual development target game medium associated with the player's player identifier and a joint development target game medium associated with the group identifier of a group to which the player belongs are arranged; Developing a training target game medium selected by a player's operation input using the training material game medium; generating an in-game effect only for a player associated with the individual development target game medium based on the development level of the individual development target game medium, and not generating the effect for other players in a group to which the player belongs; system.